Nick Mavromatis - Quick Guide for Producing Modern Metal Music at Home

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Nick Mavromatis Degree Holder of BA Hons in Music Production From Central Lancashire’s Uclan University Written in Athens, Greece, 2013

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un manual de uzo muy completo

Transcript of Nick Mavromatis - Quick Guide for Producing Modern Metal Music at Home

  • Nick Mavromatis

    Degree Holder of BA Hons in Music Production From Central Lancashires Uclan University

    Written in Athens, Greece, 2013

  • This page was intentionally left blank

  • Introduction

    This research focuses on the methods, the gear and the knowledge that are

    required from a musician/music producer or a band, in order to produce

    professional sounding Metal music in their own room/home studio, just by

    following some manageable steps. Main purpose of this research is to prove

    that modern Metal music can be produced outside of large and sumptuous

    recording studios at a very low cost, providing that the proper knowledge is

    conquered and the minimum experimentation has been done. We will try to

    keep the expenses to the minimum.

    The structure of the following document is going to be presented as it is

    described summarily here:

    Quick reference to modern Metal music and its main scenes and

    explanation of the terminology, which is going to be used.

    Examination of the methods and production values of metal music, and

    the costing of them.

    Guide to modern, effective and less expensive methods of producing

    Metal music.

    Comparison of the standard methods of producing metal music versus

    my recommended, alternative ways

    Estimation and audition of the final product with tracks from Blindfolds

    EP Neurosis : Origins (Links at page 41)

  • Theory Chapter

    Metal is a genre that derived from Rock music. It was developed in the late

    1960s and early 1970s, originally in the United Kingdom and later in the

    United States. With roots in blues rock and psychedelic rock, the bands that

    created Metal developed a thick, massive sound, characterized by highly

    amplified distortion, extended guitar solos, emphatic beats, and overall

    loudness. Good examples and some of the first bands of the genre are Led

    Zeppelin, Deep Purple and Black Sabbath.

    Today metal music is quiet different. Due to the fact that metal music never

    stopped its development through the decades, many subgenres have been

    created. Until now, we count almost 4-5 decades in which metal music exists.

    Some of the first and most well known subgenres that were created are

    Heavy Metal and Thrash Metal. Bands like Metallica, Iron Maiden and

    Motorhead to name a few, became very popular during the 80s. In the 90s

    more subgenres of metal music became popular too. Subgenres such as

    Power Metal, Symphonic Metal, Gothic Metal, Death Metal and Progressive

    Metal are only few of them. The next decade even more subgenres had been

    created or came to the front of the metal scene. Nu metal, Doom Metal,

    Hardcore, and later Metalcore where some of the mainstream types of metal

    during the 2000s. Which finally brings us to the first decade of the 21st century

  • were Metalcore, Post Hardcore and Djent are the most popular styles

    according to the sales and charts.

    In this document as I mentioned before, we are interested mostly in the

    modern subgenres of metal. For this reason we are going to expand a bit

    more on the following genres, which I present from the oldest to the newest:

    Metalcore

    Metalcore is a broad fusion genre of extreme metal and hardcore punk.

    The name is an amalgam of the names of the two genres,

    distinguished by its emphasis on breakdowns1, which are slow, intense

    passages that are conductive to moshing2. Some pioneering bands of

    the genre are Killswitch Engage, Underoath, All That Remains, Trivium,

    As I Lay Dying and Bullet for My Valentine.

    Post Hardcore

    Post Hardcore is a genre of music that developed from hardcore punk,

    itself an offshoot of the broader punk rock movement. Post Hardcore is

    a term of broad constellation of groups. Many were inspired from the

    hardcore punk scenes and others from hardcore, while infusing their

    music with a broader spectrum of expression. This style became

    commercially prominent in the first decade of the 21st century. Asking

    1A part usually contained in metalcore songs, were the main instruments of a metal band (guitar, bass, drums), deliver a slow and intense passage.and the guitars and bass guitar are synchronized with the bass drum while playing either dead notes or open strings. 2Moshing, also know as slamdancing, is a style of dance whose participants push or slam into each other. It is most associated with aggressive music genres, such as hardcore punk and numerous styles of metal. It is primarily done to live music, although it can be done to recorded music.

  • Alexandria, Sleeping With Sirens, Capture The Crown and Woe Is Me

    are some very representative bands of the genre today.

    Djent

    Djent is a heavy metal movement that developed as a spinoff of

    traditional progressive metal. The word djent is an onomatopoeia for

    the distinctive low-gain, distorted palm-muted3 guitar sound employed

    by Meshuggah, coined by their lead guitarist, Fredrik Thordendal.

    Typically, the word is used to refer to music that makes use of this

    sound, to the sound itself, or to scene that revolves around it. The

    movement itself emerged from the solo recordings of Misha Mansoor of

    Periphery, with Periphery subsequently bringing djent from the virtual

    world into the real one. Pioneering bands of the genre are

    Meshuggah, Periphery, Animals as Leaders and TesseracT.

    These are the three mainstream trends that prevail in the metal scene of the

    1st decade of the 21st century. If we come even closer to today, we can see

    and hear that these three scenes have been fused together to create very

    similar subgenres like Progressive Metalcore, which is a fusion of djent and

    metalcore or even Post Djent, which is a fusion of djent and post hardcore.

    Good examples of these genres are bands like ERRA, Elitist and The

    Afterimage.

    3The palm mute is a playing technique for guitar and bass guitar, executed by placing the side of the picking hand below the little finger across the strings to be plucked, very close to the bridge, and then plucking the strings while the damping is the effect.

  • In general, this is the sound we are focusing on, in this research. We

    described in little detail what are todays preferences and trends in the metal

    scene. Now I am going to present some specific examples from each genre in

    which we pointed out previously. It is important before we continue further to

    clarify how modern metal sounds and the sound we are after :

    Metalcore

    Elitist - Caves

    August Burns Red White Washed

    ERRA Pattern Interrupt

    Post Hardcore

    Asking Alexandria The Final Episode

    Sleeping With Sirens If Im James Dean youre Audrey Hepburn

    Capture The Crown You Call That a Knife? This is a Knife!

    Djent

    Periphery Make Total Destroy

    Volumes - Wormholes

    Animals As Leaders - CAFO

  • Now lets point out some characteristics of each genre:

    Metalcore:

    The vocals are primarily screamed4 but many times theres a combination

    of them with clean vocals5.

    Guitars are always tuned lower than standard

    The guitar riffs are heavy as are the drums

    The use of break downs is very often

    The harmony mostly consists of riffs and chord progressions in Natural

    Minor scale, which is a characteristic of the metalcore sound

    Post hardcore is very similar to metalcore with some additions. To make a

    post hardcore song you have to remove any virtuosity/complexity you may

    had of a riff in a metalcore song, and add the following things:

    Make your riffs sound closer to a break down

    Use diminished chords during the break downs in order to emphasize

    the dissonance

    4 Scream in metal music, is not like yelling. Screamers perform specific techniques with the use of their false chords to make their voice sound distorted and harsh. There are though many types of screaming using different vocalization techniques and different muscles of the throat. 5 In modern metal the term clean is used to separate the vocals that are not screamed from those who are. This happens because most of the vocals in modern metal are screamed. In other genres of music clean vocals are normal so they would referred to as vocals.

  • Add many synths or electronic elements such as arpeggiators with

    chords or arpeggiated riffs with saw lead or square lead sounds

    Add drum loops that mostly lean towards dance or dubstep music

    Add extra orchestration like string ensembles or maybe pianos

    Add a part (which could maybe be the chorus) with a very

    mainstream/pop chord progression to your song (always in Major or

    Natural Minor scale)

    At last, I would like to talk about the term djent. Due to its contemporary

    condition, even today there are many misunderstandings and confusions

    around the term, so lets sum up and add some important details that are

    missing. Djent started off as an articulation sound of a distorted/palm

    muted guitar, but later it became a genre. Many times it makes use of

    some fundamental metalcore elements, but with the difference that it is

    much more progressive. To be more specific, this new genre includes:

    many elements of progressive metal music such as : complex

    structure, technique and harmonic content. Makes use of odd time

    signatures

    the use of the djent sound as an articulation/technique

    heavily syncopated6 riffs

    more groove than any other style of metal

    ambient sounds and ambient guitars

    6 In music, syncopation involves a variety of rhythms, which are in some way unexpected. More simply, syncopation is a combination of strangely placed on-beat and off-beat notes, used in order to disturb the straight flow of a rhythm.

  • electronic sounds

    Also due to its progressive nature it has lots of dynamics inside a song. There

    may be parts that could be considered to be ambient rock, while there could

    be other parts, in the same song, that could be much heavier than most

    metalcore and post hardcore songs.

    Now that we clarified what each genre is, its proper sound and the

    similarities or differences there might be between them, we can move forward

    to examine the production values of each genre.

  • Chapter 3:

    The standard metal production values

    The goal of this investigation is the finding of cheap, yet effective ways of

    producing modern metal music at your home. Before we proceed to the

    chapter where this information comes out, we first need to take a look at

    todays standard metal production values, and its costs.

    Before we enter the studio, we first need to check the instrumentation of the

    band, and see what gear each musician is going to need. A typical modern

    metal band will have 1-2 guitarists, one bass player, one drummer and 1 or 2

    vocalists (one for the screams and one for the cleans). For each

    instrumentalist, there is a standard gear, which is absolutely necessary for

    him/her in order to achieve the minimum professionalism, and the proper

    tone/sound for the genre. The vocals are the only thing in a band that do not

    require any additional equipment (except for a microphone) for the recording.

    Of course the really successful and well-known artists of the genre, do not

    limit themselves only with the standard gear. For this reason, I am going to

    present the costs of the standard gear and some predictions for a more

    expanded gear.

  • 7 We see that to have a decent gear that meets only the lowest professional

    standards, the whole band needs a budget of at least 5000$. Of course none

    of the successful, well-known bands use equipment of such a low cost. There

    are many serious guitarists whose own rig is valued at around or even more

    than 5000$, so a band whose whole equipment costs 5000$ cannot compete

    to that. To be more specific lets take a look at Peripherys guitarist, Misha

    Mansoor,8 guitar rig as presented on his interview for Guitar Edge magazine:

    7 Axe-Fx II is a digital multi-effect guitar processor in the form of a rack. It is a very popular tool amongst the bands of the modern metal scene. Guitarists lots of times use it instead of amplifiers, cabs and pedals for live situations or even for recording. 8 Misha Mansoor is the founder guitarist of the progressive metal band Periphery. He is seen as one of the forerunners of the djent movement.

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  • Misha is only one of the three guitarists of Periphery, and only his own rig is

    valued at approximately 7849$. If to that cost we add the rig of the two other

    guitarists, the bass player and the drum set of the drummer, the cost goes

    further than 20.000$. For the shake of this investigation lets say these costs

    usually rich the fairer and more manageable amount of 10.000-15.000$,

    because not everyone owns such expensive gear.

    Secondly, lets see the general costs of building a professional studio, in

    which our hypothetical band is going to record, mix and master its EP or

    Album. Here one could argue that the band is not going to pay for the

    constructions of a professional studio, so the reason I am presenting these

    costs is because my methods overtake the physical presence of a studio. By

    following my methods the band can skip from ever entering the studio or avoid

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  • creating one since the musicians of the band want to do their production on

    their own.

    Also a band might not pay for the cost of the constructions of any studio

    directly, but the studio is a place built with professional standards and

    acoustic designs. This means that the expenses for its construction, are going

    to reflect on the prices of the recording, mixing and mastering sessions. Lets

    take a quick look.

    These numbers equal to a very low quality studio, with cheap acoustics,

    pre-amps and audio interfaces and only the most necessary equipment. An

    average studio could be valued at 50.000 to 100.000$, not to mention the very

    expensive ones.

    Now let us value the recording, mixing and mastering of a typical metal

    production of professional and quality standards:

    !"#$ %&&$'()*#+",-).)*/*,0'1+!"#$%&'"()*+%$,-*.&% /000!"#$%&'"(1,*+&-*.& 20003#-4$&*, /500!$6'#(7.&*,8+"*% 9000:&$6'#()#.',% 500;*%&(

  • These again are again some of the lowest prices of the market, in which

    you can get a decent result, so lets value the process of recording, mixing

    and mastering at 2.000-3.000$.

    Now lets sum up and see what the general cost of this whole process. We

    have 10.000-15.000$ for the equipment that the band needs for the recording.

    We need another 30.000$ to build a studio with only the necessary for the

    production of an EP, and another 2.000-3.000$ for the rest (recording / mixing

    / mastering). This whole process will cost a minimum of approximately

    45.000$, while the average price for all these processes and constructions

    could be at around 70.000-100.000$.

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  • Todays technology has given us the ability of doing literally everything

    using mainly only a computer. This reduces the final costs at incredible

    amounts. This is going to be our subject on the next chapter.

  • Chapter 4

    The cheap and effective alternatives

    In this chapter we are going to see some of the modern ways of producing

    metal music inside our houses, with affordable budget and of course less

    salary than the previous, traditional ways.

    Technology today has given us the ability of having digital simulations of

    guitar/bass amps and pedals. Moreover, we can now utilize the MIDI

    technology, which gives us the ability of reproducing the performance of a

    drummer through a procedure called drum programming, by using real drum

    samples, and has also created digital simulations of hardware dynamic

    processors, spectral processors, and effects like reverbs, delays, choruses,

    phasers, pitch shifters etc.

    There are many opinions of course, stating that software digital plugins

    cannot compete the analog warmth of the hardware ones. The MIDI algorithm

    cannot replace the human performance etc. My opinion to these statements

    will be developed through the following chapters.

    The tools we are going to need in order to accomplish a professional

    sounding result are the following:

    A PC

    An audio interface

    A pair of studio monitors

    A decent guitar and a decent bass guitar

  • A decent condenser microphone for vocals

    A cheap MIDI keyboard

    A guitar processor/amp simulator plugin

    A drum sample library

    A software synthesizer

    Software plugins for mixing and mastering

    The things on the list should be a choice of your own, but you should first do a

    search so that you find solutions that meet to the requirements that are set by

    this research.

    For example your PC should have at least 4G RAM since we are going to

    base our production on plugins. Your Audio Interface should support at least a

    96kHz sample rate and 24bit depth. The monitors do not need to be

    expensive, but you should be able to find the flattest possible in a fair amount

    of money (around 100$ each is fine). Your guitar should be suitable for the

    genre (modern metal in this case) and set up by a professional before the

    recording. The microphone again doesnt have to be very expensive but it has

    to be both condenser and for vocals. The MIDI keyboard is not even

    necessary if you dont want to record any keyboards or synthesizers. But if

    you do, a MIDI keyboard will save you sometime and will give a more realistic

    feel to your recording in case you want to record any acoustic instruments

    with VST Instruments such as pianos, strings, brasses, woodwinds etc. For

    some of the things in the list, we will need to do some research first because

    these are all plugins, and not all plugins of the market are suitable for our

    cause, neither they are all of professional quality.

  • Trying to simulate a real guitar/bass sound with software plugins

    1. In search for the suitable software plugin

    Truth is that with a first look on digital simulations of guitar amps, I was

    completely disappointed. The first plugins that came to my hands were IK

    Multimedia Amplitube 3 and Native Instruments Guitar Rig 5. These two

    software processors had each one some advantages and disadvantages. In

    fact, the one plugin has what the other is missing and vice versa. Amplitube 3

    has an analog warmth at the low frequencies, and has this bottom/low end

    you want your distorted sound to have in metal.

    The problem with Amplitube though, is that when you add more distortion to

    your sound, the sound gets very muddy. If in this case we were talking about

    rock or reggae or blues, which are all some kinds of music that do not require

    very much distortion, we wouldnt have problem with this, because our sound

    would still be enough clean yet have an analog warmth as we said earlier. But

    when it comes to metal, this muddiness would end up destroying your mix.

    For some reason the reaction of the tube amps in Amplitube, do not behave

    like actual tube amps. The harmonics that seem to come out when the

    distortion gets higher and higher, sound more and more inaccurate compared

    to the actual thing.

    The second thing that disappointed me, is that the signal chain in amplitube

    is very specific. That wouldnt have been much of a problem again if I had

    decided to lower my expectations a little, or if I wanted to play another genre

    of music. The biggest problem here is that in Amplitube you can only use one

  • gate, which is fixed to be always the first thing in the chain. And it actually is a

    very low quality gate, with the minimum of parameters. As we saw on Mishas

    rig, his chain involved two gates at different places of the chain. That is

    impossible to do with Amplitube 3. So after much experimentation with that

    software I decided it has no use for modern metal music.

    Guitar Rig on the other hand has a very clean sound even when its

    distortion comes to the highest levels. This would have been quite good for

    the sound we are after here, if the whole thing didnt sound so digital, with no

    bottom and low end. Guitar rig though does not have a fixed signal chain for

    your pedals, amps and effects which is good, but the digital sound it

    produces, comes nowhere close to the real thing. So I declined this software

    too.

    The two next software plugins that came to my hands, were Peavey MKIII

    Revalver and TH2 Overloud. These two plugins turned out to be very good

    unlike the other two.

    First of all Peavey MKIII Revalver gives you the ability to create your own

    custom amps, by interfering with the circuit inside each amp. This incredible

    amp-modeling feature, with which Peavey provides you, shows that these

    amps are programmed to behave like actual amps. A look inside the circuit of

    an amp head is enough to understand that this plugin is serious. You can

    change the tubes inside your amp; you can even change the characteristics of

    the tubes themselves by creating your own custom tubes(!!!). You can change

    the settings on the power supply, the tonestack, the output transformer and

    many more. It has an independent signal chain as well, and finally it has all

    the characteristics you want your sound to have when it comes to todays

  • metal standards. Its dynamic processors like gates and compressors are

    magnificent, though I cant say the same for its effects (delays, reverbs,

    choruses, flangers etc.). The last negative thing about MKIII Revalver is that

    the cabinets impulses9 are not good either. But again Peavey MKIII gives you

    the ability to use external cabinet impulses loaded inside the plugin itself,

    which is very good because it does not interfere with your signal chain. The

    solution for plugins that do not let you load a foreign impulse response for

    your cabinet, is to load an independent impulse response loader after your

    plugin, which will probably break your signal chain though. We are going to

    talk about this later.

    As for TH2 Overloud, the quality of the sound again is really incredible. It

    also has the advantage that it is the only plugin that is designed from Italian

    engineers, which gives you the ability to use some very rare amps, which are

    not included in any other guitar processing plugin, from companies like

    Brunetti. This plugin has a very realistic feel to its sound, until the point when

    the distortion is driven really high. For some reason, it lacks some of the

    characteristics which make a sound realistic. The last thing thats a

    disadvantage is that its dynamic processors do not function very well too, but

    in the other hand, its effects are functioning quite magnificent.

    So the final solution for the sound I seeked, was to use Peavey MKIII, with

    a foreign cabinet impulse loaded in it, and then maybe use TH2 Overloud for

    any effects I wanted to add later.

    2.The signal chain/Finding the proper settings

    9 Guitar process plugins always work with recorded impulse responses from actual guitar cabinets.

  • Now that we decided which plugins have the most quality sound and come

    closer to real thing, we are ready to pass to the next level, which is finding the

    proper settings and placement of your pedals, amps etc. This stage is very

    important. You might again be disappointed even with these two plugins

    (MKIII, TH2) if you dont spend hours tweaking, changing the placement of

    your pedals etc.

    First of all, we need to say that the best way to record guitars with plugins is

    to connect your guitar to your audio interface, open the DAW in which you are

    doing the recordings, then decrease the buffer size of your system to the

    minimum so that you dont have latency when you are recording. After that

    you need set up the gain of your audio interfaces input in which you

    connected the guitar, and finally open the desirable plugin as an insert at each

    track you want to record guitars.

    The best way to start building your sound, is first of all to find a sound that

    you like, from a famous guitar player or band. You have to do this because if

    you start doing things randomly your sound will eventually end up being a

    failure. So after you decide what sound you like, you need to search

    information about how this sound is made. Best thing to do would be to find

    an interview where he shows each pedal he is using, and even better it would

    be if there was a video too, so that you can also see and hear what exactly is

    going on. This will help you skip countless hours of random experimentations.

    After you see what gear he is using and in what turn he uses his pedals, you

    only have to copy this information to your mind for a start. I am saying this

    because you cant ,of course, have the same gear as he does, so what you

    have to do, is a small search on several things.

  • For example lets say that the guitarists sound you like, uses a Mesa Boogie

    Mark V. First thing you need to do, is to see if your guitar processor has a

    simulation of this amp. To find this you have to read the manual of your

    plugin. If it does, then you need to enter the circuit (if you are using Revalver

    MKIII as I do), to see if the tubes of the simulation, match with the tubes of the

    real amp. To find what the tubes of the real amp are, you just have to visit the

    official site of the company in which the amp belongs. This information is

    always public.

    If your guitar processor does not have a simulation of the amp you are

    looking for, then the best thing you can do is to search again for what type of

    tubes the desired amp uses, and then find an amp in your simulator which

    uses the same tubes, or create one.

    Second most important thing, is to find the ideal distortion pedal. Again

    here you have to do the same thing as with your amp. First thing, you should

    find what short of pedal is used by your archetype guitarist, and then see if

    there is a simulation of it in your guitar processor. For example if your

    archetype guitarist is using some kind of tube screamer, then you will easily

    find it in most of the guitar processing plugins, in a different name maybe.

    Last thing you need to do is see what cabinet your archetype is using. Then

    again see if there is the same one inside your simulator. If it does then you

    need to test it to see if it sounds good, because here we have lots of

    alternatives. In case it doesnt sound good or it doesnt have one, there is

    always the choice of downloading impulse responses for cabinets, free on the

    internet. You just need to type the name of your cab and see if there are any

    available impulses for download. If again you dont find what you are looking

  • for, then the best thing that you can do is find what celestion is the desired

    cabinet using. For example if I wanted to find an impulse response for an

    Orange cabinet but I couldnt, I would first find that the Orange cabinets use a

    Vintage 30 celestion. Then I would seek what other cabinets use a Vintage 30

    celestion and use one of them. In this case Mesa Boogies cabinets have

    Vintage 30 celestion.

    These are the three most important things about your sound! The distortion

    pedal, the amp and the cabinet will give your sound its main characteristics

    and identity. If you dont make good choices with those three, then your sound

    will not sound professional, and there is nothing you can do to change that in

    the mixing process later. Your guitar sound must be created professionally

    from the beginning.

    After you are done with these steps, next thing you have to do is to search

    for the proper chain for your gear. To do this again you dont have to start

    experimenting with putting your pedals in random positions. You need to be

    advised from your archetype. For this example I am going to have as an

    archetype Misha Mansoor of Periphery.

    As we saw at his interview on Guitar Edge, Misha is using the following chain

    for his pedals:

  • Compressor

    Gate

    Dist. Pedal (Tube Screamer)

    Gate

    Effects

    Head Amp (Engl Invader 100W)

    Cabinet (Orange)

    Now that you know the most important stuff you can start building your own

    sound inside Peavey MKIII Revalver. You can now make your own settings

    and give your sound its own characteristics. With all the pedals, amps and

    cabs you are being provided with, you can shape your sound however you

    want. Of course these are simulations so do not expect them to sound the

    same. Our purpose is to achieve the quality of a real sound and its main

    characteristics, not make it sound exactly the same. Of course in the end you

    might find that you want to change something. Probably that would be your

    amp or your cab, the distortion pedal should probably stay the same, though

    you could experiment with that too.

    So after many experimentations and countless hours of tweaking the settings

    of my sound, heres in what concluded:

  • .

    You can hear the results of my effort in the practical outcome. The sound I

    finally made is leaning more towards a djent kind of sound, but that of course

    itself does not define the genre. If you follow all this steps carefully and do the

    proper research and experimentation, the result should end up sounding

  • really satisfying and pretty real. You can follow the same procedure for your

    bass sound.

    Trying to simulate a drummer / drumkit with drum programming

    and drum sample libraries

    1. In search for a drum sample library

    First thing you need to do is to find the proper drum sample library. You have

    to do this first because different sample libraries have different dynamics

    within the different values you can set with a MIDI editor. This means that if

    you start by programming the drums first and use a random library, then, by

    using a different library, you will notice that the dynamics are not the same

    and that some hits you maybe wanted to sound soft, now sound more of a

    medium dynamic. To avoid such trouble you need to do the programming with

    the library you are going to use for the final result. For this reason the first

    thing we are going to do is to find a suitable library for our genre.

    Some of the most popular modern libraries for drums are:

    Toontrack EZ Drummer, XLN Audio Addictive Drums, Toontrack Superior

    Drummer and Native Instruments Studio Drummer. With a first look, unlike the

    guitar plugins, you can hear that these are all very good libraries. That

    happens because these are libraries, which contain real samples, while the

    guitar plugins we are using are amp simulators. They do not contain any real

    guitars or any real samples from re-amped guitars.

    The libraries that I mentioned also contain their own mixer, giving you the

    ability to mix your drums using tools specifically designed for drums. My first

    advice here is: do NOT mix the drums using these plugins. Most of these

  • plugins are of very low quality and do not give you enough alternatives. We

    are going to mix the drums using other more professional plugins, but we will

    get to that later.

    As we said with a first look, all these libraries sound pretty well. Actually

    you will notice that Superior Drummer sounds a bit odd compared to the other

    libraries, thinner and somehow unnatural. Thats because Superior Drummer

    is the only library that provides you with completely raw samples. All the other

    libraries have been mixed before they come to your hands, others more and

    others less. This is the reason why Superior Drummer sounds different and

    with a first look it sounds worse than the other libraries.

    So the first libraries that came to my hands were EZ Drummer and

    Addictive Drums. Specifically I used EzDrummer : Pop Rock, Kit, Drumkit for

    Hell and Nashville kit expansions, and for Addictive Drums the standard kit

    and the Metal kit expansion.

    Both libraries sounded good and realistic if programmed well. But when it

    came down to mixing the drums together with the song, the result didnt sound

    so good. I had to do enormous changes to the sound of the drums, for them to

    fit in the mix and still the result wouldnt sound so satisfying. The kits for EZ

    Drummer I used were either not designed for metal or were already heavily

    mixed, so when I tried to do changes to make the drums fit my own mix the

    result was a complete failure. The drums sounded too fake, while they where

    double mixed. As for the Addictive Drums the samples are delivered in a very

    low quality and it seems like the engineers havent done very good job

    recording the samples. With a first look the library sounds really good and

    actually better than EZ Drummer. The thing that made me again look

  • elsewhere, was that I had again some problems making the library fit into a

    modern metal mix.

    The next libraries that came to my hands, were Superior Drummer and

    Studio Drummer. With Superior Drummer I also used The Metal Foundry and

    New York Studios Vol.2 expansion. With a quick look Studio Drummer sounds

    a lot better, and also better than the other two libraries we discussed about

    previously. The samples are very well recorded, you can choose your

    samples to be completely raw, and there are many parts of the drums that you

    can use for metal. Superior Drummer on the other hand provides you with

    many abilities, which are not included in the other plugins. For example

    Superior Drummer has a feature which if you choose to use it, it includes

    different hits to your drum, even if those hits are played with the same

    dynamic. You can do that with the Studio Drummer library too, but here you

    have to program those hits yourself, which is going to take you a fair amount

    of time. Of course for Superior Drummer this requires more memory. Second

    advantage with Superior Drummer is that you can use as many parts of the

    drums as you want. For example you can have three different china cymbals,

    seven toms, two splash cymbals etc. all in the same kit, while in the three

    libraries the drum parts you are able to use are fixed. One more very

    important thing is that you can again add three different snares, but map them

    to play all together in one hit. Of course you can do that with any part of your

    drumkit, which can give you a very fat sound, before even you start the actual

    mixing. Another feature is that you can control the bleed for each microphone

    of your drum kit. For example, you can choose not to hear from the overhead

    microphones the bass drum, the snare and the toms, but only hear the

  • cymbals. Or another and most important example, is that you can select that

    all bleeds are possible from all mics. This means that if you want to, you will

    be able to hear the snare, the toms and the cymbals from the microphone of

    the bass drum too. From the mic of the snare youll be able to hear the bass

    drum, the toms, the cymbals etc. These are only some of the advantages you

    have with Superior Drummer, compared to the other libraries. So with all

    these extra features, Superior Drummer is by far the best sample library you

    can choose for your drum sound.

    2. Learning to program drums

    Now that we found which library we are going to use, we need to learn the

    basics about drum programming. First thing you need to do is to observe in

    detail the way a drummer plays. You need to hear and see drummers playing,

    understand the basic thinking of a drummer, the dynamics he uses, when he

    speeds up a little bit, when he cant be 100% accurate on his playing/timing

    with the metronome etc. Also you have of course to focus in the playing style

    of the drummers of the specific genre we are looking at.

    If you are not a lonely musician and play in a band, then this is a big

    advantage because you will probably have a drummer to compose the drums

    for your songs. This though, doesnt mean that you are not supposed to know

    all these things we mentioned above and more about the drum playing in

    general. Lots of times a drummer might not be able to explain to you how

    exactly he plays a very complex pattern. It is your job to be able to understand

    the language in which each musician speaks.

  • So after you learn to understand the playing of the drummer, you need to

    translate what he told you or show you in a MIDI editor. If your DAW has a

    drum editor too, that would be even more confortable.

    The biggest challenge you will encounter is to humanize the MIDI drums.

    To do humanize the MIDI drums (make them sound realistic / humanly

    played), you have to keep in mind the following three core details you are

    going to rely on. These characteristics are the main audible human factors

    that separate a drummer from a machine. So each of a drummers hit:

    a) Has most of the times a different dynamic

    b) Is some times hit in a different spot of each drum part

    c) The timing is not always accurate

    a) These are the three most important details for making programmed drums

    sound realistic. So for part a you need to experiment a lot with the dynamics

    of its hit in each drum part. Lets mention a few basic tips that everyone who

    wants to do a realistic drum programming should know.

    First of all, in basic music theory you learn that inside a certain meter within

    a music piece, there are the strong and the weak parts of the meter. You have

    to know that most of the times on-beat notes are hit harder than the of-beat

    notes. Also the close and quick hits that a drummer may play, which are

    named fills or breaks, should always have different dynamics with each other.

    And because we are talking about modern metal here, we also have to

    mention a very characteristic technique that is used by most of the metal

  • drummers. This technique is called blast-beat10, and a modern metal producer

    should know how to simulate realistically techniques such as this one, which

    requires a combination of programming in the three previous aspects of

    playing that we mentioned.

    b) For this one to use, your library should contain samples that are hit on a

    different spot on itself. This is not a capability that the MIDI technology

    provides you with. You have to find the different samples and put them

    carefully where your drummer could have played them accidentally or in

    purpose.

    c) In the parts where your drummer plays really fast, or something very

    complex, you should think if he would be able to play this part like a robot.

    Unless he is a robot, he isnt going to be 100% accurate. This means that you

    have to find these points where the drummer could not be that accurate, and

    start moving the beats. The changes in timing should be really small and

    careful, to the point where it still sounds natural; otherwise it might end up

    sounding like the drummer missed the beats and destroying his playing.

    Finding some suitable software synths

    As for the synths we are not going to analyze it a lot, because it is not a major

    instrument in our music, though is has a quite important role at the

    orchestration part.

    10A blast beat generally comprises of a repeated sixteenth note pattern, played at fast tempo and divided uniformly by the bass drum, the snare and the hi-hat, ride, crash, or china cymbal. Of course there are many variations.

  • Native Instruments Absynth 5 and Spectrasonics Omnisphere are the first

    software synths which I worked with. Both of them are really good and both of

    them give lots of functions the other doesnt have. The big advantage that

    Omnisphere has, is that it comes with a 40giga sample library. The samples

    contain recorded waveforms of popular synths, recordings of classic

    instruments and other more abstract samples or samples created with

    advanced sound design techniques. Both VSTs come with presets enough for

    you to use in your productions. It would also be great for anyone to learn the

    basics for sound synthesis to create his own, original sounds, which would of

    course be more suitable for anyones special cause. Of course there are

    many other great software synths on the market. I just mentioned two of the

    most popular.

    Usually in modern post-hardcore music, the most popular sounds are

    created with a saw waveform, intended for lead or arpeggiated melodies, and

    arpeggiated chords. Also the classic warm pad sound is used a lot when the

    musician/producer wants to add some external harmony to orchestrate the

    song and give more feel.

    For the djent movement, the synths sounds being used are usually very

    ambient or pad. Some times these sounds are used above heavy/syncopated

    riffs to give a different feel, or other times to enhance the ambient melodies

    played by the guitars.

    Metalcore music does not usually make use of synth sounds.

  • Now we know the basics in order to create nice, professional sounds for all

    the instruments we are going to be using. Now I am going to present you a list

    with the budget of all the things I will be using to do my own production.

    This is all the actual hardware and software gear I am going to be using to

    produce my own EP for the Practical Outcome of this research. I also want to

    say that by using the traditional methods of producing metal, the budget of

    30.000$, which was set as the minimum for a production of the genre, cannot

    compete to professionalism of the sound compared to my new method of

    5.500$ (including cables, microphone bases, pop filter etc.)

    In the next chapter we are going to talk about the mixing process.

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  • Chapter 5 Mixing modern metal music

    In this chapter we are going to talk about my approach on mixing modern

    metal music. As an introduction to this chapter, I would like to talk about the

    most important aspects for our mix to be effective. In Theory Chapter we

    talked about the sound we are after here, in this research. It is a mixture of

    metalcore, post-hardcore and djent. In this research our approach on mixing

    is going to be a combination of some of the characteristics of each genre.

    Because metalcore is sonically by far the least interesting genre, the elements

    we are going to be using are based mostly on post-hardcore and djent music.

    To be more specific, our approach on mixing drums will be closer on the

    post-hardcore method, while the guitar sound I created here has a more djent

    approach. We will be using some electronic sounds that are also used in post-

    hardcore music, but we will also use some ambient guitars and pads that are

    mostly heard in djent music.

    As for the musical part, the music I composed has elements of all three

    genres we talked about earlier. This music includes break downs (metalcore,

    post-hardcore oriented), heavily syncopated riffs (djent), melodic choruses

    (post-hardcore), riffs on natural minor scales (metalcore), ambient parts

    (djent) and many more.

    The three most important things to achieve a professional sonic result, are

    the bass tone, the guitar tone and the drum tone. These are our main

    instruments and if you dont spend enough time experimenting and choose

    the proper sounds for those three before you go into the mixing stage, then

    there is nothing you can do about that in mixing.

  • Also I have to add that in the mixing stage, the only thing we are going to

    change dramatically is the drum sound. Synths, electric guitars and bass

    guitar have to sound already good at the stage of recording. Here we are

    going to explain the basics of mixing drums, and how to make the other

    instruments fit together and create a homogenous sonic result.

    Mixing the drum kit

    A typical modern metal drum kit includes:

    A bass drum

    A snare

    A hi-hat

    3-5 toms

    Several overhead cymbals ( crashes, ride, china, splash)

    These are the parts that are included on my drum kit. Before we proceed to

    the details, we first have to explain the generals of the post-hardcore

    approach on mixing drums. As post-hardcore is a very aggressive type of

    metal including screamed vocals, double-bass drums, blast beats, break

    downs etc., it is essential that we create a very aggressive sound for the

    drums too. Main characteristic of the drums of this genre is that they are

    heavily compressed, so that they sound very punchy. Now lets proceed to the

    details and say some stuff for each drum part individually.

  • Bass Drum

    The bass drum along with the snare are the two most important parts of the

    drum kit. Those two are going to define if we achieved a great drum tone or

    the opposite. The first thing I used on my bass drum was transient designer

    with just two controls. Attack and sustain. I added 3db of attack and removed

    12db of sustain and added 6db on the master gain. I did this because I the

    attack is very important for this genre of music. And since this style contains

    double bass drums and blast beats the bass drum has to be short so the

    definition of the bass drum is clear. Also because I already know that I am

    going to use a compressor, that is going to give some sustain on my bass

    drum, so that would be too much. I also used an API-2500 compressor to add

    some punch. Finally I added an EQ to remove any unwanted frequencies

    (especially those around 200-500Hz were the body is) and boost some of the

    very low (40-120Hz) and high (2.5-7.000kHz) frequencies.

    Snare Drum

    Here the tools I used were the same with the bass drum only with different

    settings. For example at the compressor I used different attack and release

    settings as the snare has faster attack and longer sustain than the bass drum.

    Of course the threshold of the compressor was really heavy (around -30db).

    With the equalizer I removed some annoying frequencies that were ringing

    with very narrow Q and I boosted the frequencies were the body (200-250Hz)

    and strings (5-7kHz) of the snare are.

  • Toms

    The toms had almost the same settings with the bass drum. A transient

    designer to give attack and remove sustain (although here I removed almost

    18db of sustain), a compressor to add punch, and equalizer to boost the

    wanted and remove the unwanted frequencies.

    Hi-Hat

    For the hi-hat the only thing I did was to add a high self EQ to boost all the

    frequencies above 2kHz by 3db.

    Overhead / Room mics

    For the overhead I added the same EQ as with the hi-hat, plus a compressor

    to give more punch and sustain to the cymbals and to even out the volume of

    the snare which was a bit more audible than the cymbals from the room mics.

    Other instrument details

    For the guitars I didnt change much. Only thing I did was to add a soundfield

    plugin called center to widen a bit the guitars and remove the center to leave

    more space for the vocals. Sometimes I may boost frequencies at around 1-

    2kHz to give more definition to the distorted guitars. The recordings youll here

    are only double tracked (many times in metal guitar are quad-tracked to give

    extra growth to the guitars) and panned hard left and hard right. For the bass

    guitar I applied almost the same EQ as at the bass drum to add a nice low

    bottom end and to make them sound more like each other. I also boosted

    some frequencies at around 2-3kHz to give more definition to the bass and

  • make it fit with the guitars too. For all the orchestral instruments I added a

    convolution reverb with a large hall IR loaded. For the synth sounds I

    boosted/removed some frequencies to make them sound more clear and not

    cover the spectrum of other instruments or vocals. For the vocals I did a

    typical mix adding an EQ to remove all unwanted frequencies, a compressor

    to even out the dynamics of the vocals and a de-esser to reduce the volume

    of the s letters. I also created a buss channel to send the vocals with a delay

    and a chorus on it.

    Generally I did many automations, added some effects, loops etc.

    Mastering

    Last for the mastering process, what I did was to use a compressor to

    tighten up the mix and give some more punch, add an EQ to bring the vocals

    and the guitars a little bit more to the front and finally I added a limiter to cut

    the peaks.

  • Conclusion

    Comparing the final product made by the cheap methods we analyzed at

    this essay, to the traditional methods of producing metal music I have to say

    that I am very satisfied. My method doesnt luck much of the characteristics

    compared to the very expensive regular methods of producing modern metal.

    The drums sound very close to realistic and have a really fat and punchy

    sound. The guitars sound like they were recorded with actual tube amps and

    the bass guitar has the growth and bottom end I was hoping before the

    research.

    Truth is that when I began this research I believed that it wouldnt be

    possible to create a production of almost the same sonic level as the

    professional ones. My expectations were a lot lower. I believed that it would

    be possible to deliver a production that would only stand decently among the

    average professional productions. But with some further research and

    development the results can be even better and deliver a very professional

    metal production.

    The tools delivered by todays technology are more than enough to give us

    cheap solutions that can give a great professional sounding result. I dont

    claim that my method or these tools are better, but they seem to be on a very

    comparable level. With the proper knowledge, study and experimentation

    great results can be achieved.

  • Here you can hear the results of my research. The tracks are recorded from

    my band Blindfold.

    http://www.youtube.com/watch?v=ZuHwTpnoZE0

    http://www.youtube.com/watch?v=SGTJduWD4tM http://www.youtube.com/watch?v=KfqOsyx3Umo http://www.youtube.com/watch?v=jMuSfdUMplg

  • Bibliography

    Tom Breihan. "Status Ain't Hood". "Live: Trivium, the Jackson 5 of Underground Metal". The Village Voice. Daily Voice. October 11, Du Noyer (2003), p. 96; Weinstein (2000), Fast (2005), pp. 8991; Weinstein (2000) HXC Revolution. "History of HC". 2007-07-14. Blush, Stephen (November 9, 2001). American Hardcore: A Tribal History. Feral House. Loftus, Johnny. "HORSE the Band - Biography". Allmusic. Rovi Corporation "Explore: Post-Hardcore". Allmusic. Stickler, John (28 February 2011). "You Me At Six, All Time Low, Sum 41, House Of Pain & More Added To Sonisphere Knebworth Line-Up". Stereoboard.com. Bowcott, Nick (26 June 2011). "Meshuggah Share the Secrets of Their Sound". Guitar World. Future US. "Djent, the metal geek's microgenre". The Guardian. 3 March 2011. David Konow, Bang Your Head:The Rise and Fall of Heavy Metal. Three Rivers Press, 2002 Walser, Robert. Running with the Devil:Power, Gender, and Madness in Heavy Metal Music. Wesleyan University Guitar Edge. Backstage with Periphery. November 2009 http://www.youtube.com/watch?v=uF8hBHok2xI Peavey MKIII.V Revalver, Owner's Manual, Peavey Superior Drummer 2, Operation Manual, Toontrack